Chord / The World / Exits and blocked exits
Exits and blocked exits
Rooms connect with direction lines. Ten directions exist: the eight
compass points plus up and down. A plain exit connects both ways: the
return exit is inferred in the opposite direction, so north to the Herb Garden on the Rose Walk also puts a south exit on the Herb Garden. Write
, one-way for an exit with no way back — a landing the story reaches only
by moving the player there, and leaves by walking:
create Behind the Fruit Stall
a room
southwest to the Fruit Stall, one-way
The same modifier works on a door line (north to the Hall through the oak door, one-way): the door opens from the written side only.
create the Rose Walk
a room
north to the Herb Garden
east to the Orchard
south is blocked: hedge-too-thick
Gravel crunches underfoot between the rose beds.
A blocked exit refuses travel and speaks the named phrase (the key after the colon names a phrase the story defines, a single kebab-case word; dots are illegal, ADR-254). The block can be conditional:
create the Orchard
a room
west to the Rose Walk
up is blocked while the ladder is not here: no-way-up
Apple trees stand in crooked rows.